Jonathan
  • Joined on 2024-04-09
Jonathan created pull request Jonathan/Babushka#24 2025-11-04 14:01:28 +01:00
🐛 Fixed fighters keep fighting at 0 hp
Jonathan created branch bug/enemy_die in Jonathan/Babushka 2025-11-04 13:55:47 +01:00
Jonathan pushed to bug/enemy_die at Jonathan/Babushka 2025-11-04 13:55:47 +01:00
50b2c04cb4 🐛 Fixed fighters keep fighting at 0 hp
Jonathan pushed to develop at Jonathan/Babushka 2025-11-04 10:25:15 +01:00
e864c62a3a Merge pull request 'Fight rework premature merge' (#22) from feature/fight_rework into develop
f27f69c15f 🐛 Rebase fixing
21b361f9d7 🎨 Live review changes
83dc6bfd56 ♻️ Implemented FightersFormation to keep track of the fight entered state of the fighters
0de3bcae22 ♻️Code cleanup
Compare 17 commits »
Jonathan merged pull request Jonathan/Babushka#22 2025-11-04 10:25:14 +01:00
Fight rework premature merge
Jonathan commented on pull request Jonathan/Babushka#22 2025-11-04 10:24:53 +01:00
Fight rework premature merge

Es braucht nicht jeder gegner type eine klasse, sondern jede action. Es können auch mehrere gegner typen die gleiche action haben.

Das irgendwie cool konfigurierbar zu machen fänd ich auch…

Jonathan commented on pull request Jonathan/Babushka#22 2025-11-04 10:22:22 +01:00
Fight rework premature merge

GetTarget sollte nur im ActionExecute und ActionAnimate state aufgerufen werden. Die states werden nur erreicht, nach dem alle action details completed sind. Das heißt es muss ein target gesetzt…

Jonathan pushed to feature/fight_rework at Jonathan/Babushka 2025-11-04 10:07:58 +01:00
f27f69c15f 🐛 Rebase fixing
21b361f9d7 🎨 Live review changes
83dc6bfd56 ♻️ Implemented FightersFormation to keep track of the fight entered state of the fighters
0de3bcae22 ♻️Code cleanup
3326bde40c 🐛Exiting fight happening when one side wins
Compare 102 commits »
Jonathan pushed to feature/fight_rework at Jonathan/Babushka 2025-11-04 05:22:26 +01:00
1edbe7aeb7 Live review changes
Jonathan created pull request Jonathan/Babushka#22 2025-10-29 05:39:15 +01:00
Fight rework premature merge
Jonathan merged pull request Jonathan/Babushka#19 2025-10-28 21:12:46 +01:00
feature/events
Jonathan pushed to develop at Jonathan/Babushka 2025-10-28 21:12:46 +01:00
afce4ad0b9 Merge pull request 'feature/events' (#19) from feature/events into develop
3fe79f2fd8 Added VariableGetter functionality and some Variable setting components. Also added them to test scene.
8c1157c26e 🔥 removed indexed RaiseEvent-Call from EventRaiser
c96e6da78e Separated events from variables and adjusted test scene
080ebaae47 removed redundant import statement
Compare 11 commits »
Jonathan commented on pull request Jonathan/Babushka#21 2025-10-28 21:10:51 +01:00
feature/detection_cross

Beim Öffnen dieser Szene kommt ein Error. Er findet die Datei res://art/test_tomatos.png nicht.

Jonathan suggested changes for Jonathan/Babushka#21 2025-10-28 21:10:51 +01:00
feature/detection_cross
Jonathan approved Jonathan/Babushka#19 2025-10-28 19:42:24 +01:00
feature/events
Jonathan deleted branch feature/animations_update from Jonathan/Babushka 2025-10-28 18:02:48 +01:00
Jonathan pushed to feature/detection_cross at Jonathan/Babushka 2025-10-28 18:01:24 +01:00
32ac007256 🎨 Exchanged Quest post it with ui sprite
d45deeb7ed 🔧 adjusted seed pickup positions and indoor collider sizes
9e21b07271 🍱 Adjusted colliders in farm_outside scene and reactivated ground collider on Vesna
f94c2d0a50 :memo::fire:🔨
84b8938d1f 🚧 WIP first setup completed (still buggy!)
Compare 12 commits »
Jonathan suggested changes for Jonathan/Babushka#21 2025-10-27 18:58:41 +01:00
feature/detection_cross

Der Branch baut aktuell auf feature/bugfixing_kathi_partIII auf. Kannst du bitte einmal auf den aktuellen develop rebasen?

Jonathan suggested changes for Jonathan/Babushka#20 2025-10-27 18:52:02 +01:00
feature/dialogic_style_rework

Der Branch baut aktuell auf feature/bugfixing_kathi_partIII auf. Kannst du bitte einmal auf den aktuellen develop rebasen?

Jonathan commented on pull request Jonathan/Babushka#19 2025-10-27 18:47:02 +01:00
feature/events

Sollte nicht existieren. Es gibt keinen guten Grund, warum man das aufrufen sollte. Wenn man zwei verschiedene Events separat voneinander raisen will, sollte man ohnehin zwei Event Raiser benutzen.